OGRE  2.0
Object-Oriented Graphics Rendering Engine
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Effects
+ Collaboration diagram for Effects:

Namespaces

 Ogre::EmitterCommands
 

Classes

class  Ogre::Billboard
 A billboard is a primitive which always faces the camera in every frame. More...
 
class  Ogre::BillboardChain
 Allows the rendering of a chain of connected billboards. More...
 
class  Ogre::BillboardChainFactory
 Factory object for creating BillboardChain instances. More...
 
class  Ogre::BillboardParticleRenderer
 Specialisation of ParticleSystemRenderer to render particles using a BillboardSet. More...
 
class  Ogre::BillboardParticleRendererFactory
 Factory class for BillboardParticleRenderer. More...
 
class  Ogre::BillboardSet
 A collection of billboards (faces which are always facing the given direction) with the same (default) dimensions, material and which are fairly close proximity to each other. More...
 
class  Ogre::BillboardSetFactory
 Factory object for creating BillboardSet instances. More...
 
struct  Ogre::CompositorChannel
 A channel in the compositor transports textures between nodes. More...
 
class  Ogre::CompositorNode
 Compositor nodes are the core subject of compositing. More...
 
class  Ogre::CompositorNodeDef
 Compositor nodes are the core subject of compositing. More...
 
class  Ogre::CompositorPass
 Abstract class for compositor passes. More...
 
class  Ogre::CompositorPassClear
 Implementation of CompositorPass This implementation will clear the RenderTarget using the parameters from definition (rectangle area, which buffers, what values, etc) More...
 
class  Ogre::CompositorPassClearDef
 
class  Ogre::CompositorPassDef
 Interface to abstract all types of pass definitions (. More...
 
class  Ogre::CompositorPassQuad
 Implementation of CompositorPass This implementation will render a fullscreen triangle/quad to the RenderTarget using the parameters from definition (rectangle area, whether triangle or quad pass, whether to include frustum corners, etc) More...
 
class  Ogre::CompositorPassQuadDef
 
class  Ogre::CompositorPassScene
 Implementation of CompositorPass This implementation will perform main rendering, selecting several parameters (like viewport's visibility mask, first and last render queue to render) it will render the main scene. More...
 
class  Ogre::CompositorPassSceneDef
 
class  Ogre::CompositorPassStencil
 Implementation of CompositorPass This implementation will clear the RenderTarget using the parameters from definition (rectangle area, which buffers, what values, etc) More...
 
class  Ogre::CompositorPassStencilDef
 
class  Ogre::CompositorShadowNode
 Shadow Nodes are special nodes (not to be confused with. More...
 
class  Ogre::CompositorShadowNodeDef
 Shadow Nodes are special nodes (not to be confused with. More...
 
class  Ogre::CompositorTargetDef
 
class  Ogre::CompositorWorkspace
 A compositor workspace is the main interface to render into an RT, be it a RenderWindow or an RTT (Render Texture Target). More...
 
class  Ogre::CompositorWorkspaceDef
 CompositorWorkspace. More...
 
class  Ogre::CompositorWorkspaceListener
 
class  Ogre::CustomCompositionPass
 Interface for custom composition passes, allowing custom operations (in addition to the quad, scene and clear operations) in composition passes. More...
 
class  Ogre::Particle
 Class representing a single particle instance. More...
 
class  Ogre::ParticleAffector
 Abstract class defining the interface to be implemented by particle affectors. More...
 
class  Ogre::ParticleAffectorFactory
 Abstract class defining the interface to be implemented by creators of ParticleAffector subclasses. More...
 
class  Ogre::ParticleEmitter
 Abstract class defining the interface to be implemented by particle emitters. More...
 
class  Ogre::ParticleEmitterFactory
 Abstract class defining the interface to be implemented by creators of ParticleEmitter subclasses. More...
 
class  Ogre::ParticleIterator
 Convenience class to make it easy to step through all particles in a ParticleSystem. More...
 
class  Ogre::ParticleSystem
 Class defining particle system based special effects. More...
 
class  Ogre::ParticleSystemFactory
 Factory object for creating ParticleSystem instances. More...
 
class  Ogre::ParticleSystemManager
 Manages particle systems, particle system scripts (templates) and the available emitter & affector factories. More...
 
class  Ogre::ParticleSystemRenderer
 Abstract class defining the interface required to be implemented by classes which provide rendering capability to ParticleSystem instances. More...
 
class  Ogre::ParticleSystemRendererFactory
 Abstract class definition of a factory object for ParticleSystemRenderer. More...
 
class  Ogre::ParticleVisualData
 Abstract class containing any additional data required to be associated with a particle to perform the required rendering. More...
 
class  Ogre::RibbonTrail
 Subclass of BillboardChain which automatically leaves a trail behind one or more Node instances. More...
 
class  Ogre::RibbonTrailFactory
 Factory object for creating RibbonTrail instances. More...
 
class  Ogre::ShadowTextureDefinition
 Local texture definition. More...
 
class  Ogre::TextureDefinitionBase
 Centralized class for dealing with declarations of textures in Node & Workspace definitions. More...
 

Typedefs

typedef vector< uint32 >::type Ogre::ChannelMappings
 
typedef vector
< CompositorChannel >::type 
Ogre::CompositorChannelVec
 
typedef vector
< CompositorPassDef * >::type 
Ogre::CompositorPassDefVec
 
typedef vector
< CompositorTargetDef >::type 
Ogre::CompositorTargetDefVec
 

Enumerations

enum  Ogre::BillboardOrigin {
  Ogre::BBO_TOP_LEFT, Ogre::BBO_TOP_CENTER, Ogre::BBO_TOP_RIGHT, Ogre::BBO_CENTER_LEFT,
  Ogre::BBO_CENTER, Ogre::BBO_CENTER_RIGHT, Ogre::BBO_BOTTOM_LEFT, Ogre::BBO_BOTTOM_CENTER,
  Ogre::BBO_BOTTOM_RIGHT
}
 Enum covering what exactly a billboard's position means (center, top-left etc). More...
 
enum  Ogre::BillboardRotationType { Ogre::BBR_VERTEX, Ogre::BBR_TEXCOORD }
 The rotation type of billboard. More...
 
enum  Ogre::BillboardType {
  Ogre::BBT_POINT, Ogre::BBT_ORIENTED_COMMON, Ogre::BBT_ORIENTED_SELF, Ogre::BBT_PERPENDICULAR_COMMON,
  Ogre::BBT_PERPENDICULAR_SELF
}
 The type of billboard to use. More...
 
enum  Ogre::CompositorPassType {
  Ogre::PASS_INVALID = 0, Ogre::PASS_SCENE, Ogre::PASS_QUAD, Ogre::PASS_CLEAR,
  Ogre::PASS_STENCIL, Ogre::PASS_RESOLVE, Ogre::PASS_CUSTOM
}
 
enum  Ogre::ShadowMapTechniques { Ogre::SHADOWMAP_UNIFORM, Ogre::SHADOWMAP_PLANEOPTIMAL, Ogre::SHADOWMAP_FOCUSED, Ogre::SHADOWMAP_PSSM }
 
enum  Ogre::ShadowNodeRecalculation { Ogre::SHADOW_NODE_RECALCULATE, Ogre::SHADOW_NODE_REUSE, Ogre::SHADOW_NODE_FIRST_ONLY, Ogre::SHADOW_NODE_CASTER_PASS }
 

Detailed Description

Typedef Documentation

typedef vector<uint32>::type Ogre::ChannelMappings

Definition at line 45 of file OgreCompositorNodeDef.h.

typedef vector<CompositorChannel>::type Ogre::CompositorChannelVec

Definition at line 69 of file OgreCompositorChannel.h.

typedef vector<CompositorPassDef*>::type Ogre::CompositorPassDefVec

Definition at line 121 of file OgreCompositorPassDef.h.

typedef vector<CompositorTargetDef>::type Ogre::CompositorTargetDefVec

Definition at line 46 of file OgreCompositorNodeDef.h.

Enumeration Type Documentation

Enum covering what exactly a billboard's position means (center, top-left etc).

See also
BillboardSet::setBillboardOrigin
Enumerator
BBO_TOP_LEFT 
BBO_TOP_CENTER 
BBO_TOP_RIGHT 
BBO_CENTER_LEFT 
BBO_CENTER 
BBO_CENTER_RIGHT 
BBO_BOTTOM_LEFT 
BBO_BOTTOM_CENTER 
BBO_BOTTOM_RIGHT 

Definition at line 55 of file OgreBillboardSet.h.

The rotation type of billboard.

Enumerator
BBR_VERTEX 

Rotate the billboard's vertices around their facing direction.

BBR_TEXCOORD 

Rotate the billboard's texture coordinates.

Definition at line 68 of file OgreBillboardSet.h.

The type of billboard to use.

Enumerator
BBT_POINT 

Standard point billboard (default), always faces the camera completely and is always upright.

BBT_ORIENTED_COMMON 

Billboards are oriented around a shared direction vector (used as Y axis) and only rotate around this to face the camera.

BBT_ORIENTED_SELF 

Billboards are oriented around their own direction vector (their own Y axis) and only rotate around this to face the camera.

BBT_PERPENDICULAR_COMMON 

Billboards are perpendicular to a shared direction vector (used as Z axis, the facing direction) and X, Y axis are determined by a shared up-vertor.

BBT_PERPENDICULAR_SELF 

Billboards are perpendicular to their own direction vector (their own Z axis, the facing direction) and X, Y axis are determined by a shared up-vertor.

Definition at line 76 of file OgreBillboardSet.h.

Enumerator
PASS_INVALID 
PASS_SCENE 
PASS_QUAD 
PASS_CLEAR 
PASS_STENCIL 
PASS_RESOLVE 
PASS_CUSTOM 

Definition at line 47 of file OgreCompositorPassDef.h.

Enumerator
SHADOWMAP_UNIFORM 
SHADOWMAP_PLANEOPTIMAL 
SHADOWMAP_FOCUSED 
SHADOWMAP_PSSM 

Definition at line 46 of file OgreCompositorShadowNodeDef.h.

Enumerator
SHADOW_NODE_RECALCULATE 
SHADOW_NODE_REUSE 
SHADOW_NODE_FIRST_ONLY 
SHADOW_NODE_CASTER_PASS 

Definition at line 48 of file OgreCompositorPassSceneDef.h.